Blockout Process

For outside areas after creating a mockup I will start with the ground, including hills and other objects that act as borders. I would then create blockouts for important landmarks. Next I would add important pathing details that help guide the player though the levels. And finally I would add other details I want in the level for artistic purposes.

For inside areas I would start with an empty blockout of the building, focusing on room sizes and connections like doors and stairs. I would then blockout each room individually following the same process I use for the outside areas, though with the inside areas I need to put a larger focus on the lighting of each room.

Finished Areas

Once both the blockouts and art assets are finished I go into the levels are replace blockout assets with the finished art assets. While adding in the art assets I spend a lot of time adding colliders to the assets that allow the player to move cleanly where they need to go and prevents the player from going where they shouldn’t be.

Town Center from Digital Scorpion Interactive’s Hit & Bit Demo

Lead Level Designer: Me

Level Designers: Glendon Chandler, Chris Quintus, Daniel Coyne, Daniel Woodell

3D Art: Taylor Benoit, Francesca Mendoza, Joe Brace, Megan Foy, Page Alexander

2D Art: Sylina Acevedo, Tyler Cherneski, Dani Fields, Lucero "Flipsy" Trejo, Eris Grant

Tavern from Digital Scorpion Interactive’s Hit & Bit Demo

Level Designer: Me

3D Artist: Taylor Benoit

2D Artist: Jerry Vorhies, Dani Fields

Castle Stairway from Digital Scorpion Interactive’s Hit & Bit Demo

Level Designer: Me

3D Artist: Joe Brace

Playable levels

With the physical parts of the levels done I then focus on adding in enemies and NPCs and attaching the proper scripts, animations, and pathing to the objects, enemies, and NPCs to allow them to move and act how we want them to.

Lead Level Designer for Hit & Bit Demo 2024. Beautiful Corner of Indie Game from Digital Scorpion Interactive. Design for Town Center.

Level Designer for Hit & Bit Demo. Beautiful Corner from Digital Scorpion Interactive. Blockout for Castle Area.

My Final Project at George Mason University Demo Reel. Solo work. Royalty Free Music is made by David J Ferguson.

Level Designer, System Designer, and QA Lead for Tales of Valoris: Swallow Defenders 2023. Indie Game from Digital Scorpion Interactive. Will continue to work on for future updates.

Example of Level Design at Redemption Games 1

Example of Level Design at Redemption Games 3

Example of Level Design at Redemption Games 2

Sweet Escapes” Levels

Levels are made by me using a Unity level editor program created by Redemption Games. Levels had to be fun, flashy, at most 4 minutes to complete, avoids players getting stuck, and are expected to be won with only a few moves left.